Do the rules not say that you attack 'an opponent', 'a creature', 'a foe'? I don't remember seeing anywhere that you choose the square of a large or larger creature to attack. If they do please quote I could well be wrong. A large creature adjacent to you cannot therefore be attacked with a reach weapon. The soft cover rules allow you to choose a square to determine cover but do not alter the fact that it must first be a valid target for your attack.
Traits : Battlefield surgeon(religion), Trained Medic(regional), Caretaker(faith), Ships surgeon(campaign), Devoted Healer(faith) Skills : Craft Alchemy and Profession Herbalist, as there are a variety of minor helpful items you could create. Feats : Combat medic(teamwork feat, seems underpowered to me), Expert healing(3rd party-kobold press, much better feat), Skill focus(heal), Self sufficient. Classes : What about alchemist with Chirurgeon archetype? I’m no alchemist expert so others can probably better advise its healing potential.
Items : Healers Gloves, Vest of Surgery , Bandages of rapid recovery all spring to mind. You may not be able to use third party stuff but included in case, otherwise Alchemist(chirurgeon) , with Signature skill feat to unlock Heal, looks good.
I don’t consider it fun to be rolling endless fort saves, but like it as the base mechanic, so as I mentioned I assume the take10 on fort saves for the travel ones, then have a rolled save after combat exertion in heat.
For Osirion I use base levels of 0, 1 and2 for warm60-85, hot85-110 and heat wave 95-120 respectively.
For Fort saves you have the DC15survival check for bonuses (per CRB) and +4 with Endurance feat. Any heat damage gives Fatigue. Any Lethal heat damage gives Exhaustion.
Like any rules I found the players very quickly pre-calculate what armour to wear, who needs endure elements, how long the weakest can travel for and if they can stand the noon hour. We also use lots of other Dark sun flavour items such as desert skiffs, giant beasts with howdahs etc
I'm running Mummys Mask 'Dark sun themed' and use a system of Heat levels.
Houseruled that Create water draws water from around the caster, rather like defiling. So out in harsh desert the spell will fail. Again keeps the desert dangerous.
DM'ing this now and just reached the sanctum in book one. Not dissapointed at all so far. I loved the initial tomb...traps made them feel like they were in a classic mummy/indiana jones movie. With the house stressed the history/haunting to drive home the anchient disaster, and when they arrive for "dungeon3" lots of tracks to follow & investigate that the ranger is loving and making the party really think, so its investigative as well as a dungeon loot. Did have to beef up rival groups element and the early introduction of scorched hand. Not a problem but needed careful thought and planning.
Did use the water trap at "full deadly mode" but with a slow fill and combat getting more hampered as the water rose. Was close to a couple of deaths but players loved the danger and sense of success after. Players are treasure hunters and for a taste of desert flavour at the start they were travelling on a sand skiff (desert ship) which crashed in a sand storm. Two days of desert trek with heat danger and scorpion encounter ensued pre-Wati.
Cant wait for the "big start" to book2. Love the way this was delayed and not the AP start.
I see how the intent is possibly to distinguish between a 2h weapon that allows its use 1handed somehow (eg. lance) and 2h weapons wielded 1handed due to an ability/feat etc that calls out "treat as a 1h weapon". Its the wording of the FAQ reponse for weapons treated as 1h that seems poorly written and therefore contradictory. It seems to call out ALL 2h weapons used in 1h should be treated as 1h.. therefore including the lance. I will go with the answers applying separately, but given that faq's are meant to clarify it could be clearer IMHO.
Looking at FAQ'S and I see :
I haven't posted full faq's for simplicity but is it just me or are these not conflicting Answers?? (novice poster hence no links, sure some kind expert can assist)
I support the 5/7 and equally 4/8. A 12 parter would appeal but better as a 'special' outside the AP subscription line. On that thought what about a six parter where there is a downtime mid 6th part and standard subscriber just finishes the AP, but has option to purchase and additional couple of seperate adventures that pick up from the downtime and extend&expand the ending. Would be non-AP subscrition modules, could remove the fluff extra(which i do like in standard AP's) and use that space for the larger stat blocks required for extending the high end content. Last idea...where a 4/8 part format for the year is used the 4 part can have a follow on. Hell they could even offer the extensions/high level extra parts in kickstarter format...ie enough pre-orders=production. Just some thoughts |